The final result is a 3D model totally integrated into a real life video even when the camera move !!!I could do this without SFM (and I will if I can't find a solution), but the SFM characters are already perfectly rigged and weighted and there are plenty of them.

Not concerning SFM but if someone know:Sometimes I will not use models from SFM, but .obj files directly to Cinema4D, In that case I would like to know the pipeline for applying different mocap animations from iPisoft to a model in C4D without having to rig the model for each animation (take me a day to make some good rigs with the weight!)

i have no experience with kinect and ipisoftware, i test out myself and played with the demo and two Eye cams, well it was a good experience, it has worked fine with smd export and the human sdk from the source sdk.but the problem is that the smd are so loud because of the frame rate that ipi handles ( 60FPS)and the final Smd are exported with "times/frame" and "rotation data" for each bones and each frames.

About the format, you don't especially require the DMX format, SMD is just fine too.

Thanks, To Fuzzzzz: yes I heard about re-targeting for applying multiple mocap to one skeleton, just need to understand how it work in C4DTo Pte Jack: yes the first video I link is this one ;) but he does't tell the things I don't know: transfert from SFM to C4D, and use differents mocap on one skeleton :(

I am just starting down this road but I am sure that you can do the following.

I believe ipisoft creates FBX (filmbox mocap) format animations, follow your example and take the mocap into a 3D editor like Blender, Maya or 3DSMax. Use one of these to create a Sequence for the model and recompile that sequence into the model, or create an animation set and export that to SFM.

I have seen something briefly on a new feature in SFM but I haven't investigated it yet. Apparently there was a patch (0.9.8.2) to SFM that included an utliity called fbx2dmx. Do a search on that.